市场调查报告书
商品编码
1308046
全球视频游戏市场的增长机会Growth Opportunities in the Global Video Gaming Market |
该报告涵盖了全球视频游戏服务市场。
游戏服务允许用户与界面交互并获得视觉反馈来玩视频游戏。
本报告的范围包括提供商提供的游戏解决方案,例如硬件游戏机和在三个平台(游戏机、PC 和移动设备)上提供的软件(视频游戏)。
该报告涵盖了线上和线下游戏体验,云游戏和流媒体游戏服务也是分析的一部分。
在 COVID-19 爆发之前的几年里,全球视频游戏市场呈现出高速增长(每年 10-15%)。随着全球经济放缓和市场达到自然极限,Frost & Sullivan 预计预测期内增长率将放缓但稳定在中个位数。
由于可支配收入的恢復和移动设备的普及,视频游戏市场的销售预计将从 2022 年的低迷中復苏,预计 2022 年至 2029 年销售基数将以 4.5% 的复合年增长率稳定增长。
Frost & Sullivan预测,全球视频游戏市场将从2022年的2066亿美元增长到2029年的2806.5亿美元。互联网连接的不断增长、移动设备的普及率不断提高、社交游戏的兴起、电子竞技的增长、云游戏的普及以及XR的发展是促进因素。
该报告结合主要和次要信息以及内部信息数据库对市场进行分析,以提出观察结果和结论。
Frost & Sullivan 希望这一分析能为视频游戏公司提供宝贵的见解,以扩大其在不断发展的视频游戏市场的影响力和渗透机会。
Rise of Social Gaming and New Technologies Reshape Future Growth Potential
This study covers the global market for video gaming services.
Gaming services allow users to play video games by interacting with an interface to get visual feedback.
The scope of this study includes gaming solutions offered by providers, such as hardware gaming consoles and software (video games) offered in three types of platforms: consoles, PCs, and mobile devices.
This study covers both online and offline gaming experiences, both cloud gaming and streaming gaming services are part of the analysis.
The global video gaming market showed high growth years prior to the COVID-19 pandemic (from 10 to 15% every year). With the global economy slowing down and the market reaching its natural limits, Frost & Sullivan expects to see more modest yet steady mid-single-digit growth rates in the forecast period.
Revenue in the video gaming market is expected to bounce back from a decline in 2022 and stabilize growth to a compound annual growth rate (CAGR) of 4.5% from 2022 to 2029 in terms of revenue, driven by the recovery of disposable income and the increasing penetration of mobile devices.
Frost & Sullivan expects the global video gaming market to grow from $206.6 billion in 2022 to $280.65 billion in 2029. The expansion of internet connections, the growing penetration of mobile devices, the rise of social gaming, the growth of esports, cloud gaming's spread, and extended reality (XR) development are some of the main drivers that will help the market grow.
Primary and secondary information, in conjunction with internal information databases, have been used to analyze the market and provide observations and conclusions in this study.
Frost & Sullivan expects that this analysis will provide video gaming companies with valuable insights to increase their footprint and penetration opportunities within the evolving video gaming market.